Needs more dakka. Well everything could use more dakka, but holy crap that is an awesome Baneblade. And when the Protoss figure up the counter to that, we'll let 'em taste some off-the-map Basilisk artillery.
I have quite a few questions about this its pretty damn impressive to say the least. Looking at this I noticed you imported a turret z model...what exactly is this? I figured it was a rotational axis of some sort. How would it be used as well?
Also why are there no triggers in this map I feel like those play a part somewhere in this.
Triggers run the map script- they do things like setting variables, creating units, managing UI, etc... Data handles everything associated with the built-in engine, including units, weapons, actors, and more. I'm not exactly a data pro, but this is definitely something you could do entirely in data.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Looking at this I noticed you imported a turret z model...what exactly is this? I figured it was a rotational axis of some sort. How would it be used as well?
Any model, which is used as a turret needs the TurretZ attachment point. Models, which don't have it cannot be used as a turret model, they will malfunction. So the common workaround is using a model with a turretz attachment point as a turret model, then attach the model you actually want to use to that model.
The imported model is just an invisible model with only a TurretZ attachment point to use for this. I could just as well use a phoenix model for this, I did that previously. However, a blank model without any information besides one attachment point is probably more efficient than tons of invisible phoenix models everywhere ;)
Credits to Vailreth, btw, he created that model for me.
Quote:
Also why are there no triggers in this map I feel like those play a part somewhere in this.
I use galaxy script, it is imported directly into the MapScript.galaxy file. You can look at it by opening the import manager, check Show Reserved and select MapScript.galaxy. However, the script does only handle the marine spawning and a couple of helpful things like revealing the map and sharing control of the marines. The baneblade itself is pure data.
Also the script is converted galaxy++ script, so it is not really in a readable format.
€ this is the entire source code for the map, in galaxy++:
Fate had problems with the baneblade in his map and Kueken appears to be inactive.
I don't know how much had to be fixed, but I made the helper models disappear and everything seems fine now.
He logs in daily, but afaIk he doesn't respond to every PM, he doesn't show up on sites where he is a staff. I fixed it because Fate failed to contact him over a longer period of time. I was just so kind that I posted it here for everyone.
It was a big surprise that he posted in the HotS discussion.
Also, I learned how to add and use turrets while doing that. :)
Fate had problems with the baneblade in his map and Kueken appears to be inactive.
I don't know how much had to be fixed, but I made the helper models disappear and everything seems fine now.
I am currently trying to improve the Baneblade by applying physics to the guns and using launch missile effects instead of behavior height changes + force effects to knockback the targets. Also fixed the helper models etc. When I am finished, I will update the first post.
If you don't mind me asking, where did you get the weapon items? Is there some asset database of them that I don't know about? Or are they custom chop jobs just for this? Either way, incredible work!
Something I created a while ago. After fixing it up for 1.5, I decided to finally post it. Enjoy :)
€: Updated for HotS, fixed some minor problems, added physics death animations, improved the knockback.
This needs to be implemented into HotS ;) Fantastic work, as always.
That is so OP!!!!!
why then terran noobs will scream that it needs a buff.
Needs more dakka. Well everything could use more dakka, but holy crap that is an awesome Baneblade. And when the Protoss figure up the counter to that, we'll let 'em taste some off-the-map Basilisk artillery.
I have quite a few questions about this its pretty damn impressive to say the least. Looking at this I noticed you imported a turret z model...what exactly is this? I figured it was a rotational axis of some sort. How would it be used as well?
Also why are there no triggers in this map I feel like those play a part somewhere in this.
@JacktheArcher: Go
Triggers run the map script- they do things like setting variables, creating units, managing UI, etc... Data handles everything associated with the built-in engine, including units, weapons, actors, and more. I'm not exactly a data pro, but this is definitely something you could do entirely in data.
@zeldarules28: Go
Maybe I didn't look through it all then but I geuss my date skills just aren't nearly this good.
@zeldarules28: Go
There's the marine spawning, which certainly is possible in data, but much easier in triggers.
Any model, which is used as a turret needs the TurretZ attachment point. Models, which don't have it cannot be used as a turret model, they will malfunction. So the common workaround is using a model with a turretz attachment point as a turret model, then attach the model you actually want to use to that model.
The imported model is just an invisible model with only a TurretZ attachment point to use for this. I could just as well use a phoenix model for this, I did that previously. However, a blank model without any information besides one attachment point is probably more efficient than tons of invisible phoenix models everywhere ;)
Credits to Vailreth, btw, he created that model for me.
I use galaxy script, it is imported directly into the MapScript.galaxy file. You can look at it by opening the import manager, check Show Reserved and select MapScript.galaxy. However, the script does only handle the marine spawning and a couple of helpful things like revealing the map and sharing control of the marines. The baneblade itself is pure data.
Also the script is converted galaxy
++
script, so it is not really in a readable format.€ this is the entire source code for the map, in galaxy
++
:@Kueken531: Go
Ah ok that certainly clears things up. I was wondering how the hell those marines respawned. That turretz thing helps never thought to do that.
I think this just confirms that Kueken is a minor deity.
Fate had problems with the baneblade in his map and Kueken appears to be inactive.
I don't know how much had to be fixed, but I made the helper models disappear and everything seems fine now.
Here it is:
@Ahli634: Go
Says he logged in 2h ago.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
He logs in daily, but afaIk he doesn't respond to every PM, he doesn't show up on sites where he is a staff. I fixed it because Fate failed to contact him over a longer period of time. I was just so kind that I posted it here for everyone.
It was a big surprise that he posted in the HotS discussion.
Also, I learned how to add and use turrets while doing that. :)
can i use your unit for my map?
I am currently trying to improve the Baneblade by applying physics to the guns and using launch missile effects instead of behavior height changes + force effects to knockback the targets. Also fixed the helper models etc. When I am finished, I will update the first post.
Sure, go ahead
updated the main post
can anyone make it work in hots melee map?
If you don't mind me asking, where did you get the weapon items? Is there some asset database of them that I don't know about? Or are they custom chop jobs just for this? Either way, incredible work!
@Cardanis: Go
They're an asset here on mapster. I believe its actually called Item Kit.